Information processing method and apparatus in game, and electronic device and readable storage medium
By determining the distance between virtual characters and defensive characters in the game and providing buff skills, the problem of virtual characters being disturbed by defensive operations is solved, improving the efficiency of getting rid of defensive experience and gaming experience, and reducing the burden on hardware devices.
Patent Information
- Application Number
- PCT/CN2024/133598
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-29
- Filing Date
- 2024-11-21
- Publication Date
- 2025-07-03
AI Technical Summary
In sports competitive games, virtual characters are susceptible to defensive interference from enemy virtual characters when performing projection operations, resulting in low defense efficiency, affecting the gaming experience, and increasing the processing burden and power consumption of hardware devices.
By determining the distance between the virtual character and the defensive character during the game game, the virtual character is determined to be successful in getting rid of defense in response to the preset defensive conditions, and provides a buff skill after success to improve character attributes, reducing the possibility of being disturbed again.
It improves the efficiency of getting rid of defense, reduces the data processing volume and power consumption of hardware devices, improves the player's gaming experience, and reduces the performance overhead of hardware devices.
Smart Images

Figure CN2024133598_03072025_PF_FP_ABST
Abstract
Description
Information processing method, device, electronic device and readable storage medium in games
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311870768.X filed on December 29, 2023, entitled “Information processing method, device, electronic device and readable storage medium in games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to information processing methods, devices, electronic devices, and readable storage media in games. Background Art
[0004] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen, including movement controls and at least one action control control. The movement controls can be used to control the movement of a virtual character in a virtual interactive scene, and the action control controls are used to control the virtual character to perform corresponding competitive actions.
[0005] When the virtual sphere is under the control of the target virtual character, the target virtual character needs to control the virtual sphere to move toward the target position to accumulate corresponding points by projecting the virtual sphere into the target position. In the process of the target virtual character controlling the virtual sphere to move toward the target position, the enemy virtual character may interfere with the movement or ball-holding interaction operations of the target virtual character, and the target virtual character needs to get rid of the defense of the enemy virtual character.
[0006] Regarding the above-mentioned offensive game process, in related technologies, when the target virtual character controls the virtual sphere to perform a shooting operation, the interference distance between the target virtual character and the target defensive character is generally judged. Therefore, the enemy virtual character may still be within the distance of escaping the defense, resulting in the failure of the target virtual character's shooting operation. In order to escape the defense of the enemy virtual character, the target virtual character needs to repeatedly dribble the ball, which may disrupt the game time and the current rhythm of the virtual character's action execution, thereby resulting in low efficiency in escaping the defense and affecting the player's gaming experience. Summary of the Invention
[0007] According to one aspect of the present disclosure, a method for processing information in a game is provided. A virtual interactive scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger a projection event to advance the game. The information processing method includes:
[0008] During the game, in response to the virtual sphere being under the control of the target virtual character, determining the distance between the target virtual character and the target defending character; the target defending character is the defending virtual character closest to the target virtual character among the multiple defending virtual characters;
[0009] In response to the distance between the target virtual character and the target defending character satisfying a preset escape defense condition, determining that the target virtual character has successfully escaped defense;
[0010] During the preset gain time after the target virtual character successfully breaks free from the defense, the target virtual character is controlled to obtain a gain skill; the gain skill is used to provide a gain effect for the character attributes of the target virtual character.
[0011] According to one aspect of the present disclosure, an information processing device for use in a game is provided. The device provides a virtual interactive scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual interactive scene, the virtual characters from different camps compete for a virtual sphere and manipulate the virtual sphere to trigger projection events to advance the game. The information processing device includes:
[0012] a distance determination module for determining, during a game match, in response to the virtual sphere being under the control of the target virtual character, a distance between the target virtual character and a target defending character; the target defending character being the defending virtual character closest to the target virtual character among the multiple defending virtual characters;
[0013] A defense success module, configured to determine that the target virtual character has successfully escaped defense in response to the distance between the target virtual character and the target defending character satisfying a preset escape defense condition;
[0014] The skill acquisition module is used to control the target virtual character to acquire gain skills within a preset gain time after the target virtual character successfully breaks free from the defense; the gain skills are used to provide gain effects for the character attributes of the target virtual character.
[0015] According to one aspect of the present disclosure, an electronic device is provided, comprising: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the information processing method in a game as described in any one of the first aspects.
[0016] According to one aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the information processing method in the game as described in any one of the first aspects is executed.
[0017] The information processing method, device, electronic device and readable storage medium in the game provided by the embodiment of the present disclosure, in the process of game play, in response to the virtual sphere being under the control of the target virtual character, determining the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character meeting the preset escape defense condition, determining that the target virtual character has successfully escaped the defense; and controlling the target virtual character to obtain a gain skill within a preset gain time after the target virtual character has successfully escaped the defense. In this way, when the virtual sphere is under the control of the target virtual character, that is, the escape defense situation of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, controlling the target virtual character to obtain a gain skill, reducing the possibility that the target virtual character will be interfered with by the target defensive character again when performing a projection operation, and reducing the situation where the virtual character performs repeated actions to escape the defense, without disrupting the normal competitive rhythm of the virtual character, helping to enhance the player's gaming experience; improving the escape defense efficiency, reducing the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server).
[0018] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] FIG1 is a flowchart of an information processing method in a game provided by an embodiment of the present disclosure;
[0020] FIG2 is a flowchart of a service-side defense escape judgment method provided by an embodiment of the present disclosure;
[0021] FIG3 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
[0022] FIG4 is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0023] FIG5 is a third schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0024] FIG6 is a fourth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0025] FIG7 is a fifth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0026] FIG8 is a schematic diagram of the structure of an information processing device in one of the games provided by an embodiment of the present disclosure;
[0027] FIG9 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.
[0029] First, the nouns involved in this disclosure are introduced:
[0030] (1) Terminal equipment
[0031] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling operations on a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0032] (2) Graphical User Interface
[0033] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, start programs, or perform other tasks.
[0034] (3) Virtual interaction scene
[0035] A virtual interactive scene is the game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Specifically, a virtual interactive scene refers to the virtual game controls that host virtual characters during game play. Within the game scene, the virtual characters can perform actions such as movement and skill release, controlled by commands issued by the user (i.e., player) to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional virtual interactive scenes, 2.5-dimensional virtual interactive scenes, and three-dimensional virtual interactive scenes. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scenes between at least two virtual characters, with virtual resources available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0036] (4) Target virtual character:
[0037] Refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animated character, etc. The virtual character is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) set in a virtual scene battle through training, or a non-player character (NPC) set in a game scene battle. Optionally, the virtual character can include a virtual character that competes in a game scene. Optionally, the number of virtual characters in the game scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In one possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to fight with other virtual characters using skills, virtual props, etc. provided by the application.
[0038] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players. Sports games are one of them. In related technologies, a sports game running on a terminal device displays multiple controls on the scene screen, including movement controls and at least one action control control. The movement controls can be used to control the movement of a virtual character in a virtual interactive scene, and the action control controls are used to control the virtual character to perform corresponding competitive actions.
[0039] When the virtual sphere is under the control of the target virtual character, the target virtual character needs to control the virtual sphere to move toward the target position to accumulate corresponding points by projecting the virtual sphere into the target position. In the process of the target virtual character controlling the virtual sphere to move toward the target position, the enemy virtual character may interfere with the movement or ball-holding interaction operations of the target virtual character, and the target virtual character needs to get rid of the defense of the enemy virtual character.
[0040] Regarding the above-mentioned offensive game process, in related technologies, when the target virtual character controls the virtual sphere to perform a shooting operation, the interference distance between the target virtual character and the target defensive character is generally judged. Therefore, the enemy virtual character may still be within the distance of escaping the defense, resulting in the failure of the target virtual character's shooting operation. In order to escape the defense of the enemy virtual character, the target virtual character needs to repeatedly dribble the ball, which may disrupt the game time and the current rhythm of the virtual character's action execution, thereby resulting in low efficiency in escaping the defense and affecting the player's gaming experience.
[0041] Based on this, the embodiments of the present disclosure provide an information processing method in the game to enhance the player's gaming experience and get rid of defensive efficiency; at the same time, it reduces the data processing volume of the hardware device, thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server).
[0042] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0043] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0044] In one possible implementation, the disclosed embodiments provide a method for processing information within a game, providing a graphical user interface via a terminal device. The terminal device may be the aforementioned local terminal device (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the information processing method within the game running on a local terminal device (hereinafter referred to as the terminal device).
[0045] Please refer to Figure 1, which is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure. As shown in Figure 1, the information processing method in a game provided by an embodiment of the present disclosure includes:
[0046] S101. During a game, in response to a virtual sphere being under the control of a target virtual character, determining a distance between the target virtual character and a target defending character; the target defending character is a defending virtual character closest to the target virtual character among multiple defending virtual characters.
[0047] S102: In response to the distance between the target virtual character and the target defensive character satisfying a preset escape-from-defense condition, determining that the target virtual character has successfully escaped from defense.
[0048] S103. Within a preset gain time after the target virtual character successfully escapes the defense, control the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attributes of the target virtual character.
[0049] The information processing method in the game provided by the embodiment of the present disclosure determines the situation of the target virtual character escaping the defense when the virtual sphere is under the control of the target virtual character, and after determining that the target virtual character has successfully escaped the defense, controls the target virtual character to obtain a gain skill, thereby reducing the possibility of the target virtual character being disturbed by the target defensive character again when performing a projection operation, and at the same time reducing the situation where the virtual character performs repeated actions to escape the defense, without disrupting the normal competitive rhythm of the virtual character, and helping to enhance the player's gaming experience; improving the efficiency of escaping the defense, reducing the data processing volume of the hardware device, and thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server).
[0050] The following describes the exemplary steps of the embodiment of the present disclosure:
[0051] S101. During a game, in response to a virtual sphere being under the control of a target virtual character, determining a distance between the target virtual character and a target defending character; the target defending character is a defending virtual character closest to the target virtual character among multiple defending virtual characters.
[0052] In the disclosed embodiment, a virtual game includes two camps, which compete for a virtual sphere through confrontation and interaction, and use the virtual sphere to trigger a scoring event, thereby settling the scores of different camps. When specified conditions are met (a certain time is reached, the game end time can be pre-set, and when the time node is reached, the current game is directly settled. When the game end time is reached, the camp with the higher score wins the game, or a camp reaches a certain score first, and the game end score can be pre-set, and when a camp reaches the game end score, the game is determined to be over, and the camp that obtains the game end score wins the game, the confrontation interaction ends, and the scores are settled to determine which camp wins and which camp loses), etc.
[0053] In one possible implementation, after the target virtual character obtains control of the virtual sphere, it can perform a scoring interaction operation on the virtual sphere at an appropriate time (such as when the target virtual character is close to the target position and there is no obstruction from other virtual characters). After the target virtual character performs the scoring interaction operation on the virtual sphere, the virtual sphere is controlled to move toward the target position of the virtual interaction scene. If the virtual sphere enters the area where the target position is located, the target virtual character and the camp where the target virtual character is located can obtain corresponding scores.
[0054] For example, when the virtual sphere is a virtual basketball, the virtual basketball is controlled to enter the virtual basket (target position) through the scoring interactive operation of the virtual basketball; when the virtual sphere is a virtual football, the virtual football is controlled to enter the virtual goal (target position) through the scoring interactive operation of the virtual football, etc.
[0055] In one possible implementation, when the target virtual character performs a scoring interaction operation on the virtual sphere, if the virtual sphere enters the area where the target position is located, when calculating the score, it is also necessary to score based on the position of the virtual character when controlling the virtual sphere to enter the designated area. For example, when the virtual sphere is a virtual basketball, it is necessary to calculate whether the goal is a three-pointer or a two-pointer based on the position of the virtual character.
[0056] For example, taking the virtual sphere as a virtual basketball, a scoring event can be throwing the virtual basketball into a virtual basket, and determining the specific score (2 points, 3 points, etc.) based on the specific position of the virtual character when throwing the virtual basketball; taking the virtual sphere as a virtual basketball, a scoring event can be kicking the virtual football into the virtual goal, with one point scored.
[0057] In one possible implementation, for a target virtual character, a player can control the target virtual character to perform corresponding game skills through multiple skill controls on a graphical user interface; the skill controls correspond one-to-one to the skills possessed by the target virtual character; for different virtual characters, the basic skills may be the same (taking the virtual sphere as a virtual basketball as an example, the basic skills may be shooting, passing, layups, requesting the ball, etc.), but for different virtual characters, there may be differentiated character skills, therefore, when the player selects a different virtual character, the number of skill controls displayed in the graphical user interface and the specific skills corresponding to each skill control may be different.
[0058] In one possible implementation, the virtual sphere being under the control of the target virtual character includes: the target virtual character successfully receiving the virtual sphere passed by the teammate virtual character; it can also include the process of the target virtual character holding the ball and transporting the virtual sphere, at which time the target virtual character can control the virtual sphere to follow the target virtual character to move in the virtual interactive scene; at the same time, it can also include the process of the target virtual character holding the ball but not transporting the virtual sphere.
[0059] For example, taking the virtual sphere as a virtual basketball, if a teammate virtual character passes the virtual basketball to a target virtual character, if the target virtual character is in a position that poses a great threat to attacking the virtual basket or is unguarded, an enemy virtual character close to the target virtual character will rush over to make up for the defense, that is, run over in a hurry to interfere with the target virtual character's shooting action. If the target virtual character makes a fake move, such as a fake shot, generally, the enemy virtual character will be shaken off by the target virtual character because of his haste and cannot stop, thus successfully breaking away from the defense.
[0060] In the embodiment of the present disclosure, the present disclosure is aimed at a virtual sphere scramble scene with no motion inertia. For the virtual sphere scramble scene with no motion inertia, when the direction or size of the displacement vector of the virtual character changes, there is no need to overcome the motion inertia. The target virtual character will immediately adjust the movement direction according to the current position speed and position direction and control the virtual sphere to move together.
[0061] Specifically, after the step of “responding to the target virtual character virtual sphere being under the control of the target virtual character”, the information processing method further includes:
[0062] a1: In response to changes in the direction and / or magnitude of the displacement vector of the target virtual character, the target virtual character is controlled to adjust its movement direction in real time, and the virtual sphere is controlled to follow the target virtual character to move in the virtual interactive scene.
[0063] The change in the displacement vector of the target virtual character may refer to a change in the magnitude or direction of the displacement vector of the target virtual character; and the change in the magnitude of the displacement vector of the target virtual character may refer to a change in the displacement speed of the target virtual character.
[0064] In the disclosed embodiment, the virtual sphere scramble scene with motion inertia is the opposite of the virtual sphere scramble scene without motion inertia. In the virtual sphere scramble scene with motion inertia, when the virtual character starts to move or changes the direction of movement, it needs to overcome motion inertia to complete the movement. Therefore, the target virtual character can mislead the defending virtual character through a deceptive dribbling action, causing it to enter an inertial rigid state and unable to turn quickly, thereby widening the distance between the body and the defending character, and then attacking. However, this does not apply to the virtual sphere scramble scene without motion inertia. Therefore, in the disclosed embodiment, by considering the distance between the target virtual character and the target defending character, the target virtual character's escape from the defense is judged, so that the escape distance required to escape the defense is determined by using the escape defense skill, and the situation of increasing the speed and distance of the dribbling action in order to avoid the defense of the defending virtual character is reduced during dribbling, which helps to improve the player's experience.
[0065] Specifically, when it is determined that the current virtual sphere is under the control of the target virtual character, it is necessary to judge the target virtual character's ability to escape defense; and for the target virtual character, the target virtual character may have corresponding skills to escape defense. When it is determined that the virtual sphere is under the control of the target virtual character, it is necessary to judge whether the target skill of the target virtual character is in a skill cooling state at this time.
[0066] Specifically, the step of “determining the distance between the target virtual character and the target defensive character in response to the virtual sphere being under the control of the target virtual character” includes:
[0067] b1: In response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, determine the distance between the target virtual character and the target defending character.
[0068] In one possible implementation, the timing for determining whether a target skill is in a cooldown state may be the moment when the target virtual character receives a pass from a teammate virtual character and receives the virtual sphere; or, the moment when the target virtual character, while defending against the attack of an enemy virtual character, steals the virtual sphere being transported by the enemy virtual character and gains control of the virtual sphere (taking the virtual sphere as a virtual basketball as an example, stealing the virtual sphere being transported by the enemy virtual character may be stealing the enemy virtual character's dribbling, or gaining control of the virtual sphere when grabbing a rebound).
[0069] Among them, if it is determined that the target skill is in a cooling state, the target virtual character will not be able to use the skill of escaping defense. At this time, if the virtual sphere is under the control of the target virtual character, it will continue to be transported toward the target position (if the virtual sphere is a virtual basketball, the target position is the virtual basket; if the virtual sphere is a virtual football, the target position is the virtual goal), and a projection event is performed on the virtual sphere toward the target position to ensure that the virtual sphere enters the preset range of the target position, thereby triggering a scoring event. In this process, the target virtual character and the enemy virtual character still need to engage in an offensive and defensive game, but because the skill of escaping defense of the target virtual character is in a cooling state, the display process of the escape distance unique to the skill of escaping defense will not be displayed in the graphical user interface.
[0070] In one possible implementation, in order to more intuitively display the status of the target skill at this time, a skill cooling icon can also be displayed on the graphical user interface. The skill cooling icon is not permanently displayed on the graphical user interface. The skill cooling icon will only be displayed in the graphical user interface when it is determined that the target skill is in a cooling state, and the display form of the skill cooling icon changes with the change of the cooling time of the target skill to prompt the remaining time for the target skill to end the cooling state.
[0071] In one possible implementation, when it is determined that the target skill is not currently in a cooling state, it is determined that the target virtual character can obtain the target skill (the skill of getting rid of defense) at this time, and enters the judgment process of getting rid of defense of the target skill, and performs different operations at different stages of the target skill.
[0072] Specifically, the step of “if the target skill is not in a cooldown state, determining the distance between the target virtual character and the target defensive character” includes:
[0073] c1: In response to the target skill not being on cooldown, enter the target skill preparation phase.
[0074] c2: When the duration of the target skill preparation phase is greater than the first preset time threshold, the target skill judgment phase is entered, and the distance between the target virtual character and the target defensive character is determined.
[0075] Among them, the target skill includes the target skill preparation stage and the target skill judgment stage; when it is determined that the virtual sphere is under the control of the target virtual character and the target skill of the target virtual character is not in the cooling stage, it enters the target skill preparation stage, and the corresponding skill special effects are displayed in the target skill preparation stage to prompt all virtual characters in the virtual interactive scene. At this time, the target virtual character is in the target skill preparation stage.
[0076] Specifically, after the step of "if the target skill is not in a cooldown state, entering the target skill preparation phase", the information processing method further includes:
[0077] d1: Display the preparation phase special effects at the preset position of the target virtual character.
[0078] In one possible implementation, the display effect of the preparation phase special effect is a first circular display effect with the target virtual character as the center and a preset escape distance as the radius;
[0079] The display form of the preparation phase special effects changes as the duration of the target skill's preparation phase increases.
[0080] Among them, for the special effects in the preparation stage, it can be the first circular display effect. If the position of the enemy virtual character is within the display range of the first circular display effect, then the enemy virtual character will interfere with the projection event of the target virtual character. If the position of the enemy virtual character is not within the display range of the first circular display effect, then the enemy virtual character will not interfere with the projection event of the target virtual character.
[0081] In a possible implementation, the first circular display effect may be a growing progress bar, which gradually changes from an open circle to a first circular display effect surrounding the target virtual character as the duration of the target skill preparation phase increases.
[0082] In another possible embodiment, the preparation stage special effect can also be in the form of a progress bar. The progress bar can be displayed at a preset position of the target virtual character (for example, the left side of the target virtual character, etc.), or it can be displayed at a fixed position on the graphical user interface (such as the upper right corner of the graphical user interface to reduce obstruction of other controls in the graphical user interface and the virtual interactive scene). The proportion of the filled area of the progress bar increases with the increase in the duration of the target skill preparation stage.
[0083] In one possible embodiment, when in the target skill preparation stage, the target virtual character does not formally perform a judgment to break free from the defense (i.e., determine the distance between the target virtual character and the target defensive character), and prompts the enemy virtual character to enter the defensive state as soon as possible by displaying the preparation stage special effects in the graphical user interface.
[0084] Specifically, the target skill preparation phase is the preparation time for the enemy virtual character to perform defensive actions. If there is no "target skill preparation phase", the dribbling of the target virtual character will become an off-ball running and spacing gameplay, and there will be no offensive and defensive game process between the offensive and defensive sides.
[0085] In one possible implementation, when it is determined that the duration of the target skill preparation phase is greater than a first preset time threshold, the target skill preparation phase is determined to be ended, and preparations are made to enter the target skill judgment phase, and the distance between the target virtual character and the target defensive character is continuously judged during the target skill judgment phase.
[0086] In one possible implementation, the first preset time threshold is a configurable time, and the first preset time threshold is determined based on the target virtual character's ball-holding movement speed, and / or off-ball movement speed and the target defensive character's defensive speed.
[0087] In one possible implementation, the target virtual character's speed of movement with the ball or without the ball can be pre-set based on the target virtual character's skills, and is determined jointly by the target virtual character's speed of movement with the ball or without the ball (for example, the game sets the target virtual character's speed of movement with the ball or without the ball), and the player's off-game development of the target virtual character's corresponding speed of movement with the ball or without the ball (whether the target virtual character has been developed to an enhanced version or a mature version).
[0088] Among them, the predetermined ball-holding movement speed or off-ball movement speed of the target virtual character's skill and the defensive speed of the target defensive character can be determined based on a preset skill ratio. The ball-holding movement speed or off-ball movement speed corresponding to different movement skills, and the ball-holding movement speed or off-ball movement speed corresponding to the same movement skill used by the target virtual character may also be different. For example, taking the movement speed of the target virtual character as an example, the ball-holding movement speed corresponding to the movement skill used by the target virtual character is 30. If the movement skill used by the target virtual character is the ordinary version of the movement skill, then the ball movement speed of the target virtual character is 30. If the movement skill used by the target virtual character is the evolved version of the movement skill, then the ball movement speed of the target virtual character can be 60.
[0089] Among them, the method for determining the ball-holding movement speed or off-ball movement speed corresponding to the off-game development of the target virtual character by the player can be different according to the different stages of the player's off-game development of the target virtual character. For example, the ball-holding movement speed or off-ball movement speed corresponding to the enhanced version of the target virtual character developed by the player in the off-game development is higher than the ball-holding movement speed or off-ball movement speed of the target virtual character in the off-game development that does not develop the target virtual character into an enhanced version.
[0090] In one possible implementation, when determining the target virtual character's movement speed with the ball or without the ball and the target defensive character's defensive speed, the above-mentioned aspects can be weightedly calculated to determine the final result of the target virtual character's movement speed with the ball or without the ball and the target defensive character's defensive speed, and then the first preset time threshold is determined based on the target virtual character's movement speed with the ball or without the ball and the target defensive character's defensive speed.
[0091] For example, the first preset time threshold can be determined based on the difference between the target virtual character's ball-holding movement speed or off-ball movement speed and the target defensive character's defensive speed, as well as a preset coefficient. The first preset time threshold can be a fixed 1s, or it can be updated according to the increase in the target virtual character's offensive parameters and offensive resources. For example, the higher the target virtual character's offensive parameters and offensive resources, the smaller the first preset time threshold.
[0092] In one possible implementation, if the target virtual character loses control of the virtual sphere during the target skill preparation stage (the virtual sphere is snatched away by the enemy virtual character), the target skill preparation stage will be interrupted, and after the target virtual character regains control of the virtual sphere, the preparation judgment process of the target skill preparation stage will be re-entered.
[0093] Furthermore, if it is determined that the duration of the target skill preparation stage is greater than the first preset time threshold, it is determined that the target preparation stage enters the target skill judgment stage, and the corresponding skill special effects are displayed in the target skill judgment stage to prompt all virtual characters in the virtual interactive scene. At this time, the target virtual character is in the target skill judgment stage.
[0094] Specifically, after the step of “when the duration of the target skill preparation phase is greater than the first preset time threshold, entering the target skill determination phase”, the information processing method further includes:
[0095] e1: Display judgment phase special effects at the preset position of the target virtual character.
[0096] Among them, the display effect of the judgment stage special effect is a second circular display effect with the target virtual character as the center and the preset defense escape distance as the radius.
[0097] Among them, for the judgment stage special effects, it can be a second circular display effect. If the position of the enemy virtual character is within the display range of the second circular display effect, at this time, the enemy virtual character will interfere with the projection event of the target virtual character. If the position of the enemy virtual character is not within the display range of the second circular display effect, at this time, the enemy virtual character will not interfere with the projection event of the target virtual character.
[0098] In one possible embodiment, the second circular display effect is a special effect that follows the movement of the target virtual character in the virtual interactive scene, and the second circular display effect will continue to be displayed in the graphical user interface during the target skill judgment phase to prompt the target virtual character whether it has escaped the enemy virtual character's defense at this time, and will also prompt other defensive virtual characters to determine the current best defensive position.
[0099] In one possible implementation, after entering the target skill judgment stage, it is necessary to determine the distance between the target virtual character and the target defensive character in real time, wherein the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters. Therefore, in the distance determination process, it is necessary to first determine the target defensive character that is currently closest to the target virtual character, and then determine the distance between the target virtual character and the target defensive character. That is, in the target skill judgment stage, the target defensive character may not be the same enemy virtual character.
[0100] Furthermore, if it is determined that the distance between the target virtual character and the target defending character satisfies a preset escape defense condition, it is determined that the target virtual character has successfully escaped the defense.
[0101] S102: In response to the distance between the target virtual character and the target defensive character satisfying a preset escape-from-defense condition, determining that the target virtual character has successfully escaped from defense.
[0102] In the embodiment of the present disclosure, the distance between the target virtual character and the target defensive character is continuously judged and detected during the target skill judgment stage. If it is determined that the distance between the target virtual character and the target defensive character meets the preset condition for escaping defense, it is determined that the target virtual character has successfully escaped defense. Among them, whether the distance between the target virtual character and the target defensive character meets the preset condition for escaping defense is judged based on two aspects: the distance between the target virtual character and the target defensive character and the duration of the distance between the two meeting the distance condition.
[0103] Specifically, the step of “determining that the target virtual character has successfully escaped defense in response to the distance between the target virtual character and the target defending character satisfying a preset escape condition” includes:
[0104] f1: In the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than the preset escape defense distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape defense distance being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped defense.
[0105] In the embodiment of the present disclosure, similarly, the target skill judgment stage also has a duration. When it is determined that the duration of the target skill preparation stage is greater than the duration of the target skill judgment stage, it is determined that the target skill judgment stage ends.
[0106] In one possible embodiment, the duration of the target skill judgment phase is a configurable time. The duration of the target skill judgment phase is determined based on the target virtual character's ball-holding movement speed, and / or off-ball movement speed and the target defensive character's defensive speed. The specific setting method is consistent with the setting method of the first preset time threshold, and will not be repeated here.
[0107] For example, similarly, the duration of the target skill judgment phase can be a fixed 3s or 5s, or it can be updated according to the increase in the attack parameters and attack resources of the target virtual character. For example, the higher the attack parameters and attack resources of the target virtual character, the shorter the duration of the target skill judgment phase.
[0108] There may be different judgment results for whether the target virtual character has escaped the defense, including: the target virtual character has successfully escaped the defense, the target virtual character has failed to escape the defense, and the target virtual character has temporarily escaped the defense. The following will explain the different judgment results respectively:
[0109] First, determine the situation in which the target virtual character successfully escapes the defense.
[0110] In one possible implementation, the distance between the target virtual character and the target defensive character, as well as the duration for which the distance between the target virtual character and the target defensive character is greater than a preset distance for escaping defense are continuously judged in the target skill judgment stage. In response to the distance between the target virtual character and the target defensive character being greater than the preset distance for escaping defense and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset distance for escaping defense being greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped defense.
[0111] Among them, the preset distance for escaping defense is positively correlated with the dribbling displacement of the target virtual character and the dribbling speed of the target virtual character. For different virtual characters, the preset distance for escaping defense is different. The faster the dribbling displacement of the target virtual character and the dribbling speed of the target virtual character, the larger the preset distance for escaping defense.
[0112] In a possible embodiment, similarly, the dribbling speed of the target virtual character can be pre-set based on the skills of the target virtual character (for example, the game sets the dribbling speed of the target virtual character), the ball-holding movement speed or off-ball movement speed corresponding to the player's off-game development of the target virtual character (whether the target virtual character has been developed to an enhanced version or a mature version).
[0113] Similarly, when determining the dribbling speed of the target virtual character, the above-mentioned aspects may be weightedly calculated to determine the final result of the dribbling speed of the target virtual character.
[0114] For example, the preset distance to escape defense can be determined based on the dribbling speed of the target virtual character and / or the dribbling displacement of the target virtual character, as well as a preset distance coefficient. The preset distance to escape defense can be a fixed 1.5m (game distance), or it can be updated based on the offensive parameters, offensive resources and / or skill gain effects of the target virtual character. For example, if it is determined that the target virtual character obtains a gain skill to reduce the interference range when executing a shooting event, then the preset distance to escape defense is reduced, such as to 1m (game distance).
[0115] In a possible implementation, the preset judgment time is determined based on the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill and / or the preset decision time of other virtual characters.
[0116] In a possible embodiment, similarly, the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill and / or the preset decision time of other virtual characters can be pre-set based on the skills of the target virtual character, the dribbling time of the target virtual character and other virtual characters (for example, the dribbling time and decision time set by the game), the dribbling time and preset decision time corresponding to the player's off-game development of the target virtual character (whether the target virtual character has been developed to an enhanced version or a mature version), and are jointly determined.
[0117] Among them, similarly, when determining the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill and / or the preset decision time of other virtual characters, the above-mentioned aspects can be weightedly calculated to determine the final result of the dribbling time of the target virtual character, and / or the skill cooldown time of the target skill and / or the preset decision time of other virtual characters.
[0118] For example, the second preset time threshold can be determined based on the target virtual character's dribbling time, the time difference between the target skill's skill cooldown time and the preset decision time of other virtual characters, and the preset time coefficient. The second preset time threshold can be a fixed 0.2s, or it can be updated based on the target virtual character's offensive parameters, offensive resources and / or skill gain effects. For example, if the target virtual character's offensive parameters and offensive resources are improved, the second preset time threshold can be reduced at this time.
[0119] In one possible implementation, if it is determined that the target virtual character has successfully escaped defense, in order to ensure that all virtual characters in the virtual interactive scene are informed of the information that the target virtual character has successfully escaped defense, a prompt message of successful escape from defense can be displayed on the graphical user interface to prompt the current target virtual character to successfully escape from defense.
[0120] Specifically, after the step of “determining that the target virtual character has successfully escaped defense in response to the distance between the target virtual character and the target defending character satisfying a preset escape condition”, the information processing method further includes:
[0121] g1: Display a prompt message indicating that the target virtual character has successfully escaped defense at the preset position.
[0122] In the disclosed embodiment, the prompt information of successfully escaping the defense includes an instantaneous special effect of successful defense and a continuous special effect of the gain effect.
[0123] In one possible implementation, the display form of the instantaneous special effect of successful defense can be a text information display form, a preset graphic display form, a highlight display form, etc. Specifically, the preset graphic display form can be a ring special effect with the position of the target virtual character as the center of the circle; the text information display form can be a pop-up message displayed in the graphical user interface, and the pop-up message can display words such as "successfully escaped defense"; the highlight display form can be highlighting the virtual scene within a preset range of the target virtual character's position, or highlighting the target virtual character.
[0124] In one possible embodiment, the persistent special effects of the gain effect may be prompt special effects displayed at a part of the target virtual character's body, for example, may be displayed at the position of the target virtual character's hand, wherein the persistent special effects of the gain effect are continuously displayed within a preset time after the target virtual character successfully breaks free from the defense, so as to prompt the target virtual character to continuously obtain the gain skill within the preset time.
[0125] Secondly, determine the situation where the target virtual character fails to escape the defense.
[0126] Specifically, the information processing method further includes:
[0127] h1: In the target skill determination phase, in response to the distance between the target virtual character and the target defending character not being greater than a preset escape distance, determining that the target virtual character has failed to escape defense;
[0128] h2: Control the target skill to enter the skill cooling phase.
[0129] In the embodiment of the present disclosure, since the target skill judgment stage also has a duration, it is necessary to continuously judge the distance between the target virtual character and the target defensive character during the duration of the target skill judgment stage. If the distance between the target virtual character and the target defensive character has never been greater than the preset escape defense distance during the duration of the target skill judgment stage, that is, the target defensive character has always been closely defending the target virtual character, and the distance between the two has never been greater than the preset escape defense distance during the duration of the target judgment stage, then it will be confirmed that the target virtual character's defense has failed.
[0130] For example, taking the target skill judgment phase lasting 3 seconds and the preset defense escape distance as 1.5m (game distance), within 3 seconds of entering the target skill judgment phase, the distance between the target virtual character and the target defensive character has never exceeded 1.5m. Then, it is determined that the target virtual character has failed to escape the defense and needs to enter the target skill cooling phase.
[0131] In a possible implementation, in order to synchronize the information of the target virtual character's defense failure, after determining that the target virtual character has failed to defend, a defense failure prompt message may be displayed in a graphical user interface.
[0132] Specifically, after the step of "determining that the target virtual character fails to escape from the defense", the information processing method further includes:
[0133] i1: Display a message indicating that the target avatar has failed to escape defense at its preset position.
[0134] In one possible embodiment, the prompt information of failure to escape defense may be a display form of the instant special effect of defense failure, which may be a text information display form, a preset graphic display form, a highlight display form, etc. Specifically, the preset graphic display form may be a ring special effect with the position of the target virtual character as the center of the circle (different from the ring special effect display form of the instant special effect of successful defense); the text information display form may be a pop-up message displayed in the graphical user interface, and the text such as "failure to escape defense" is displayed in the pop-up message; the gray display form may be to gray out the virtual scene within a preset range of the target virtual character's position, or to gray out the target virtual character.
[0135] In a possible implementation, similarly, when the target skill enters the cooling state, in order to more intuitively display the state of the target skill at this time, a skill cooling icon can also be displayed on the graphical user interface. The skill cooling icon is not permanently displayed on the graphical user interface. Only when it is determined that the target skill is in the cooling state will the skill cooling icon be displayed in the graphical user interface, and the display form of the skill cooling icon changes with the change of the cooling time of the target skill to prompt the remaining time for the target skill to end the cooling state.
[0136] Thirdly, determine the situation in which the target virtual character temporarily escapes the defense.
[0137] Specifically, the information processing method further includes:
[0138] j1: In the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than the preset escape defense distance, and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape defense distance is less than a second preset time threshold, it is determined that the target virtual character temporarily escapes defense, and the distance between the target virtual character and the target defensive character is re-determined.
[0139] In the embodiment of the present disclosure, during the target skill judgment time, if the distance between the target virtual character and the target defensive character is greater than the preset distance for escaping defense, it is necessary to judge the duration of the distance between the target virtual character and the target defensive character being greater than the preset distance for escaping defense. If the duration is greater than the second preset time threshold, it is determined that the target virtual character has successfully escaped defense at this time. If the duration is less than the second preset time threshold, it is determined that the target virtual character has only temporarily escaped defense at this time. At this time, if the duration of the target skill judgment stage has not ended, it is necessary to determine the distance between the target virtual character and the target defensive character again, and determine again whether the target virtual character has successfully escaped defense.
[0140] Among them, when the target virtual character temporarily breaks away from the defense, it is possible not to give a prompt, or to choose to display the escape special effect in the graphical user interface. The escape special effect can be an instantaneous special effect, and the display form of the escape special effect is consistent with other instantaneous special effects. However, since the target virtual character only temporarily breaks away from the defense, the target virtual character has not completely broken away from the defense, and an offensive and defensive game is being carried out between the target virtual character and the enemy virtual character. At this time, in order to better perform offensive and defensive operations, reduce the occlusion of the graphical user interface, and do not hinder the player's analysis of the current virtual interaction scene, it is preferred to choose a method of not giving a prompt when the target virtual character temporarily breaks away from the defense.
[0141] Furthermore, if it is determined that the target virtual character has successfully escaped the defense, a certain gain bonus may be provided to the target virtual character within a preset time period after the successful escape from the defense.
[0142] S103. Within a preset gain time after the target virtual character successfully escapes the defense, control the target virtual character to obtain a gain skill; the gain skill is used to provide a gain effect for the character attributes of the target virtual character.
[0143] In one possible implementation, when the target virtual character successfully escapes the defense, it can obtain a gain skill within a preset gain time. The gain skill provides a gain effect on the character attributes of the virtual character, including at least one of the following:
[0144] Improve the success rate of the target virtual character controlling the virtual sphere to perform interactive events, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character performs projection events.
[0145] In one possible implementation, the target virtual character's ball-holding interaction events with the virtual sphere include ball control, dribbling, and projection events performed by controlling the virtual sphere. The success rate of the target virtual character's ball control, passing, and projection events performed by controlling the virtual sphere is improved within a preset gain time.
[0146] For example, taking the virtual sphere as a virtual basketball, if the success rate of the target virtual character's shooting is 50% (determined according to the game settings or the off-game development of the target virtual character), after it is determined that the target virtual character has successfully escaped the defense, the success rate of the target virtual character's shooting is increased to 70%.
[0147] The specific improvement ratio of the success rate of ball-holding interaction may be set according to the game system, or may be manually set by the player before entering the game. The specific setting method is not limited here.
[0148] In one possible implementation, reducing the skill cooldown time of the target virtual character may be to reduce the cooldown time of the target skill or all skills of the target virtual character according to a preset ratio, so that the target virtual character can repeatedly use the skills that require cooling, thereby reducing the skill cooling waiting time and improving the game process and game recommendation efficiency.
[0149] Among them, the target skills that can reduce the cooldown time can be set according to the game system, or manually set by the player before entering the game. The specific setting method is not limited here.
[0150] In one possible implementation, the interference range of the target virtual character when performing a projection event is reduced, and the reduction can be performed according to a preset ratio. For example, if the escape distance of the target virtual character is within 1.5m (game distance) from the target virtual character, and after determining that the target virtual character has successfully escaped the defense, the escape distance of the target virtual character is within 1m (game distance) from the target virtual character, by reducing the interference range when the target virtual character performs a projection event, the success rate of the target virtual character in performing the projection event is improved.
[0151] The interference range of the target virtual character may be displayed in the graphical user interface through preset prompt information. For example, it may be a fan-shaped area displayed at a fixed position of the target virtual character.
[0152] In the disclosed embodiment, when the target virtual character successfully escapes the defense, the target virtual character does not obtain the gain skill throughout the entire game. Instead, the target virtual character obtains the gain skill within a preset time after successfully escaping the defense. When the time exceeds the preset time, the gain skill of the target virtual character disappears, and the judgment process of escaping the defense needs to be continued, and the gain skill is obtained again after the next successful escape from the defense.
[0153] The preset gain time may be determined by the moving speed of the target virtual character and the attack parameter of the target virtual character.
[0154] In a possible implementation, similarly, the movement speed of the target virtual character can be determined jointly based on the pre-set movement skills of the target virtual character, the dribbling time corresponding to the player's off-game development of the target virtual character, and the preset decision time (whether the target virtual character has been developed to an enhanced version or a mature version).
[0155] Similarly, when calculating the moving speed of the target virtual character, the above-mentioned aspects may be weightedly calculated to determine the final result of the moving speed of the target virtual character.
[0156] In one possible embodiment, the offensive parameters of the target virtual character may be determined by pre-set offensive parameters based on the target virtual character's skills (for example, the game sets the target virtual character's offensive parameters for offensive skills to be higher than those of other virtual characters), the offensive parameters corresponding to the player's off-game development of the target virtual character (whether the target virtual character has been developed to an enhanced version or a mature version), and the offensive parameters corresponding to the target virtual character's points in different game matches.
[0157] Among them, the method for determining the pre-set offensive parameters of the target virtual character's skills can be based on the offensive skill type, offensive skill strength and preset offensive skill ratio. The offensive parameters corresponding to different offensive skills and the offensive parameters corresponding to the same offensive skills used by the target virtual character may also be different. For example, the offensive parameter corresponding to the offensive skill used by the target virtual character is 70. If the offensive skill used by the target virtual character is the ordinary version of the offensive skill, then the pre-set offensive parameter of the target virtual character's skill is 70. If the offensive skill used by the target virtual character is the evolved version of the offensive skill, then the pre-set offensive parameter of the target virtual character's skill can be 90.
[0158] Among them, the method for determining the offensive parameters corresponding to the off-game development of the target virtual character by the player can be different according to the different stages of the off-game development of the target virtual character by the player. For example, the offensive parameters corresponding to the enhanced version of the off-game development of the target virtual character by the player are higher than the offensive parameters of the target virtual character whose off-game development does not enhance the target virtual character.
[0159] Among them, the method for determining the offensive parameters corresponding to the points of the target virtual character in different game matches can be to pre-divide different score intervals, and different score intervals correspond to different confrontation values. According to the score interval of the target virtual character in different game matches, the corresponding offensive parameters are determined. For example, the score of the target virtual character in the game match is 300 points, which is in the interval (100,500). At this time, the offensive parameters corresponding to the interval (100,500) can be calculated.
[0160] In a possible implementation, when calculating the attack parameter, the above-mentioned aspects may be weighted to determine the final result of the attack parameter.
[0161] In one possible implementation, the preset time may be a fixed 3s, or it may be updated according to the increase in the target virtual character's offensive parameters and offensive resources. For example, the higher the target virtual character's offensive parameters and offensive resources, the longer the preset time after the target virtual character successfully breaks free from the defense.
[0162] In a possible implementation, in order to better show the situation of the target virtual character escaping from the defense, so that the target player can more clearly know the gain time of the current gain skill, a skill gain icon can be displayed in the graphical user interface and the skill gain icon can be displayed.
[0163] Specifically, after the step of "determining that the target virtual character has successfully escaped the defense", the information processing method further includes:
[0164] k1: Display a skill gain icon on the graphical user interface; wherein the skill gain icon is a dynamic display icon; the display form of the skill gain icon changes as the preset gain time decreases.
[0165] In one possible embodiment, the skill gain icon is not permanently displayed on the graphical user interface. The skill gain icon will only be displayed in the graphical user interface after it is determined that the target virtual character has successfully escaped the defense, and the display form of the skill gain icon changes as the preset gain time decreases to indicate the remaining time until the gain of the skill ends.
[0166] In one possible implementation, in order to reduce obstruction of the graphical user interface, the skill gain icon can be displayed in the upper right corner of the graphical user interface. After it is determined that the target virtual character has successfully escaped the defense, a colored skill gain icon is displayed, and the icon changes as the preset gain time decreases. That is, after it is determined that the target virtual character has successfully defended, the skill gain icon will gradually be grayed out. When the preset gain time ends, the skill gain icon will be completely grayed out.
[0167] Among them, there is a mapping relationship between the graying speed of the skill gain icon and the numerical update speed of the preset gain time. The graying is displayed according to the relevant mapping relationship. For the above example, when the preset gain time becomes 1.5s (assuming the preset gain time is 3s), the grayed area of the skill gain icon should also occupy half of the total area of the skill gain icon.
[0168] In another possible implementation, the skill gain icon can also be displayed in the form of a progress bar, and the preset gain time can be displayed at a preset position of the progress bar; as the preset gain time passes, the progress bar starts to decrease from a full state until the entire progress bar disappears; at the same time, the preset gain time also decreases in a decreasing trend until it reaches 0 (for the above example, the preset gain time is 3s, so the displayed preset gain time also starts from 3s and gradually decreases to 0s).
[0169] Among them, there is a mapping relationship between the reduction speed of the progress bar and the numerical update speed of the preset gain time. The display is reduced according to the relevant mapping relationship. For the above example, when the preset gain time becomes 1.5s, the filling area in the progress bar should also be located in the middle of the entire progress bar.
[0170] In one possible implementation, after determining that the target avatar has successfully escaped defense, the target avatar gains a buff skill. The buff skill can be triggered by the player touching a skill control in a graphical user interface. Alternatively, after the target avatar has successfully escaped defense and within a preset buff time, an additional skill control may be displayed in addition to the multiple skill controls displayed on the graphical user interface, and the skill may be triggered using the additional skill control. However, due to the limited display range of the graphical user interface, displaying an additional skill control may obstruct the graphical user interface, affecting the player's ability to observe the game scene.
[0171] In another possible implementation, the gain skills can be prompted and released through skill control conversion, that is, different skills of the same type can be released through the same skill control to reduce the number of skill controls and thereby reduce the obstruction of the graphical user interface.
[0172] Specifically, the information processing method further includes:
[0173] l1: Within the preset gain time after the target virtual character successfully breaks free from the defense, the target skill control among the multiple skill controls is converted into a gain skill control, and the target virtual character is controlled to obtain the gain skill corresponding to the gain skill control.
[0174] In one possible implementation, converting a target skill control into a gain skill control may involve changing the skill name on the target skill control to the name of the gain skill, thereby prompting the player, through a display on a graphical user interface, that the function of the current control has been modified.
[0175] Specifically, after the target skill control is converted into a gain skill control, the gain skill control may be highlighted (highlighted, magnified, etc.) to prompt the player that the function of the current control has been modified.
[0176] In one possible implementation, the selection of a target skill control may be to convert any one of a plurality of skill controls into a gain skill control. The target skill control selection process is set by the system before the game starts, or the selection authority is authorized to the player before the game starts. The player can choose which control to set as the target skill control according to his or her own operating habits to convert the gain skill control.
[0177] In one possible implementation, with respect to the method of setting and selecting the target skill control by the system, the skill control of the same type as the gain skill can be preferentially set as the target skill control, and the skill control of the same skill type as the gain skill can be set as the target skill control for conversion operation, which essentially does not affect other conventional skill operations, and ensures the specific implementation of the player's control over the target virtual character.
[0178] For example, taking the virtual sphere as a virtual basketball, within the preset gain time when the target virtual character successfully breaks away from the defense, the skill control of "one-step layup" is converted to "extended step layup" to enable the target virtual character to gain stronger ability to attack the basket.
[0179] In one possible implementation, the timing for converting the target skill control into a gain skill control may be to directly convert the target skill control into a gain skill control after determining that the target virtual character has successfully escaped the defense; or it may be that after determining that the target virtual character has successfully escaped the defense, the target skill control is not converted into a gain skill control immediately, but after determining that a touch operation for the target skill control is received, the target skill control is converted into a gain skill control.
[0180] The above two conversion methods can be set through the game system, or the player can select and set them before entering the game, and manually select the control conversion timing.
[0181] Furthermore, after the preset gain time ends, the additional gains obtained by the target virtual character will disappear. At this time, the gain skill control needs to be converted back to the target skill control. When the trigger operation for the target skill control is received again, only the corresponding target skill without gain can be executed.
[0182] In one possible embodiment, in order to more intuitively determine the number of times the current target virtual character successfully escapes defense, a skill accumulation icon can be displayed in the graphical user interface. After determining that the target virtual character successfully escapes defense, the skill success value is included at the preset position of the accumulated skill accumulation icon.
[0183] Specifically, after the step of "determining that the target virtual character has successfully escaped the defense", the information processing method further includes:
[0184] m1: Updates the skill success value at the preset position of the skill accumulation icon.
[0185] In one possible embodiment, the skill accumulation icon can be an icon that is permanently resident in the graphical user interface, and in order to reduce the obstruction of the graphical user interface, the skill accumulation icon can be permanently displayed in the upper right corner of the graphical user interface; at the same time, when the target virtual character does not perform the operation of getting rid of the defense, the preset position of the skill accumulation icon includes a skill success value displayed as 0, and when it is determined that the target virtual character has successfully escaped the defense, the skill success value can be increased.
[0186] In one possible implementation, the skill success value corresponding to the skill accumulation icon is not accumulated across game rounds. That is, when a game is determined to be over, the skill success value corresponding to the skill accumulation icon needs to be cleared to zero, and accumulation starts from 0 when the next game starts.
[0187] Furthermore, since the target skills all have a cooling time, after determining that the target virtual character has failed to break free from the defense, the target skill will be controlled to enter the skill cooling state. After the target virtual character successfully breaks free from the defense, after the preset gain time ends, the target skill also needs to be controlled to enter the skill cooling stage.
[0188] Specifically, the information processing method further includes:
[0189] n1: In response to the end of the preset gain time, control the target skill to enter the skill cooling phase.
[0190] In order to more intuitively display the status of the target skill at this time, a skill cooling icon can also be displayed on the graphical user interface. The skill cooling icon is not permanently displayed on the graphical user interface. The skill cooling icon will only be displayed in the graphical user interface when it is determined that the target skill is in a cooling state. The display form of the skill cooling icon changes with the change of the cooling time of the target skill to prompt the remaining time for the target skill to end the cooling state.
[0191] Specifically, after the step of "controlling the target skill to enter the skill cooling phase", the information processing method further includes:
[0192] o1: Displays a skill cooldown icon on the graphical user interface. The skill cooldown icon is a dynamic icon. The display format of the skill cooldown icon changes with the cooldown time of the target skill.
[0193] In one possible implementation, the skill cooldown icon is not permanently displayed on the graphical user interface. The skill cooldown icon is displayed in the graphical user interface only after it is determined that the target skill has entered the skill cooldown stage, and the display form of the skill cooldown icon changes with the change of the cooldown time of the target skill to prompt the remaining skill cooldown time of the target skill.
[0194] In one possible implementation, in order to reduce obstruction of the graphical user interface, the skill cooling icon may be displayed in the upper right corner of the graphical user interface. After determining that the target skill has entered the skill cooling stage, a colored skill cooling icon is displayed, and the icon changes as the cooling time decreases. That is, after determining that the target skill has entered the skill cooling stage, the skill cooling icon will gradually be grayed out. When the skill cooling time ends, the skill cooling icon will be completely grayed out.
[0195] Among them, there is a mapping relationship between the graying speed of the skill cooling icon and the numerical update speed of the skill cooling time. The graying is displayed according to the relevant mapping relationship. When the skill cooling icon becomes 2s (assuming the skill cooling time is 6s), the graying area of the skill cooling icon should also occupy one-third and a half of the total area of the skill cooling icon.
[0196] In another possible implementation, the skill cooldown icon can also be displayed in the form of a progress bar, and the skill cooldown time can be displayed at a preset position of the progress bar; as the skill cooldown time passes, the progress bar starts to decrease from a full state until the entire progress bar disappears.
[0197] There is a mapping relationship between the decreasing speed of the progress bar and the value updating speed of the preset gain time.
[0198] Furthermore, after the target skill enters the skill cooling stage, the target virtual character needs to transmit the virtual sphere to the location of the teammate virtual character, and then receive the virtual sphere again before using the target skill again.
[0199] Specifically, after the step of "controlling the target skill to enter the skill cooling phase", the information processing method further includes:
[0200] p1: In response to the end of the skill cooldown phase, if the target avatar teleports the virtual sphere to the teammate avatar and the virtual sphere is again under the control of the target avatar, determine the distance between the target avatar and the target defending character.
[0201] p2: In response to the distance between the target virtual character and the target defending character satisfying a preset escape condition, determining that the target virtual character has successfully escaped the defense.
[0202] In the embodiment of the present disclosure, if it is determined that the target skill has entered the skill cooling stage (the target virtual character fails to break free from the defense or the target virtual character succeeds in breaking free from the defense, and the preset gain time ends), in order to prevent the virtual sphere from being under the control of the target virtual character all the time, the target virtual character has been using the target skill to break free from the defense of other defending virtual characters, continuously attacking and scoring, and excessively increasing the defense difficulty of other defending virtual characters, thereby affecting the gaming experience of other players, it is necessary to trigger the target skill that is not in the skill cooling state again after the target virtual character transfers the ball to other virtual characters and regains control of the virtual sphere, that is, to determine the distance between the target virtual character and the target defending character again, and determine whether the target virtual character has successfully broken free from the defense based on the distance between the target virtual character and the target defending character.
[0203] In a possible implementation, at the start of each game, that is, when the target virtual character enters the game, the target skill does not have a skill cooldown phase by default and can be triggered directly.
[0204] Furthermore, when the virtual sphere is under the control of the target virtual character, that is, when the target virtual character is holding the ball, ball holding information will be displayed at a preset position of the target virtual character, which can be text information or graphic identification information, and when the ball holding information of the target virtual character is displayed, the ball holding prompt information displayed will be used to distinguish which camp's virtual character is in the ball holding state, and the ball holding prompt information when the target virtual character currently controlled by the player is in an offensive state is different from the ball holding prompt information when the target virtual character currently controlled by the player is in a defensive state, so as to remind the player of the conversion of the offensive and defensive states of the camp where the target virtual character currently controlled by the player is located through the display of the ball holding prompt information.
[0205] Specifically, the information processing method further includes:
[0206] q1: In response to the virtual sphere being under the control of the target virtual character, a ball holding mark is displayed at a preset position of the target virtual character; the ball holding mark moves with the target virtual character in the virtual interactive scene.
[0207] Among them, the display form of the ball holding mark is related to the offensive and defensive status of the target virtual character.
[0208] In one possible implementation, the preset position of the target virtual character may be directly above the target virtual character, and the ball holding prompt information updates the display position as the target virtual character moves, to ensure that the ball holding prompt information is always displayed relatively to the preset position of the target virtual character.
[0209] In one possible implementation, the ball holding camp can be displayed by displaying ball holding information in different display colors. Specifically, the scores of the enemy and our camps will be displayed in the graphical user interface. When displaying the scores, different colors can be used to distinguish between the enemy and our camp. For example, blue represents our side and red represents the enemy side. If the enemy virtual character is currently holding the ball, then the ball holding information displayed at the preset position of the virtual character can be displayed as a virtual sphere in the enemy color - red, to prompt the player that the camp of the target virtual character currently controlled by the player is in a defensive state; if the our virtual character is currently holding the ball, then the ball holding information displayed at the preset position of the target virtual character can be displayed as a virtual sphere in the our color - blue, to prompt the player that the camp of the target virtual character currently controlled by the player is in an offensive state.
[0210] In another possible implementation, the ball holding status of the target virtual character may be indicated by text information. In this case, the text prompt may directly indicate whether the ball is in the hands of the enemy or the team. For the above example, if the enemy virtual character is currently holding the ball, the ball holding information displayed at the preset position of the virtual character may indicate that the enemy player X is holding the ball.
[0211] In another possible implementation, the execution subject of the embodiment of the present disclosure may also be an interaction between a terminal and a server. Through information exchange between the server and the terminal, the server performs a judgment process, and the terminal performs display to execute the information processing method in the game of the embodiment of the present disclosure. The specific execution process is as follows:
[0212] Please refer to Figure 2, which is a flow chart of the service-side defense judgment provided by the embodiment of the present disclosure. As shown in Figure 2, on the server side, when the target virtual character with the target skill obtains the ball (the virtual sphere is under the control of the target virtual character), it is judged whether the target skill is in the cooling stage at this time. If it is, the target skill preparation is not triggered; if not, it enters the target skill preparation stage. During the target skill preparation stage, after the timing exceeds 1 second, it enters the target skill judgment stage; the target skill judgment stage is 3 seconds (the duration is configurable). During the target skill judgment stage, the distance between the target virtual character and the nearest target defensive character is continuously calculated, and the detection Within 3 seconds, is this distance greater than the preset distance to escape defense (is there a defensive virtual character within the preset distance to escape defense): If not, it is deemed that the target virtual character has failed to escape defense, and the target skill enters the skill cooling stage; if yes, then continue to judge whether the distance between the target virtual character and the nearest target defensive character is less than the preset distance to escape defense within 0.2 seconds: If yes, continue to calculate the distance between the target virtual character and the nearest target defensive character and make continuous judgments; if not, it is deemed that the target virtual character has successfully escaped defense, and after the "escape success" state lasts for 3 seconds, the target skill enters the skill cooling stage.
[0213] On the client side, the service side determines that the target skill preparation phase has been entered, and the preparation phase special effects are displayed in the graphical user interfaces of all clients participating in the game; this prompts all players that the target virtual character has entered the target skill preparation phase, and the defending virtual character needs to make defensive preparations in time; on the service side determines that the target skill judgment phase has been entered, and the judgment phase special effects are displayed in the graphical user interfaces of all clients participating in the game; this prompts all players that the target virtual character has entered the target skill judgment phase, and the defending virtual character needs to try to enter the second circular display effect indicated by the judgment phase special effects, so as to perform close defense on the target virtual character and interfere with the attack of the target virtual character; when the server side determines that the target virtual character has failed to escape defense, a defense failure prompt message is displayed in the graphical user interfaces of all clients participating in the game, so as to prompt all players that the current target virtual character has failed to escape defense; when the server side determines that the target virtual character has successfully escaped defense, a defense success prompt message is displayed in the graphical user interfaces of all clients participating in the game, so as to prompt all players that the current target virtual character has successfully escaped defense.
[0214] The following will illustrate the information processing process in the game in the embodiment of the present disclosure through a specific example, taking the virtual sphere as a virtual basketball as an example:
[0215] Please refer to Figure 3, which is one of the schematic diagrams of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 3, in the graphical user interface 300, the current virtual interaction scene is displayed, and a score display area 301 is displayed in the graphical user interface. The score display area 301 displays the score ratio of the two camps and the game time of the current round; the target virtual character 302 is currently in the ball holding stage, that is, the target virtual character 302 currently has control over the virtual basketball (the virtual basketball is under the control of the target virtual character 302). At this time, it is necessary to display a ball holding mark 303 at the preset position of the target virtual character 302 to indicate that the target virtual character 302 currently has control over the virtual basketball; the skill controls corresponding to the skills used by the target virtual character 302 are displayed in the graphical user interface 200, namely, the shooting skill control 304. The player can control the target virtual character 302 to perform the shooting operation by touching the shooting skill control 304. The virtual basketball moves toward the virtual basket in the virtual interactive scene; the passing skill control 305, the player can control the target virtual character 302 to pass the virtual basketball to other virtual characters of the same camp selected by the player through the touch operation of the passing skill control 305; the breaking away from the skill control 306, the player can control the target virtual character 302 to break through the defense of the virtual character of the enemy camp currently defending by the player through the touch operation of the breaking away from the skill control 306; the one-step layup skill control 307; the player can control the target virtual character 302 to perform a layup operation by the touch operation of the one-step layup skill control 307, and control the virtual basketball to move toward the virtual basket in the virtual interactive scene; the charging skill control 308, a filling area 3081 and a current charging value and a target charging value are set around the charging skill control 308, and the player can control the target virtual character 302 to perform the charging skill of the target virtual character 302 by the touch operation of the charging skill control 308.
[0216] Further, please refer to Figure 4, which is a second schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 4, after judging that the target skill of the target virtual character is not in the skill cooling stage at this time, the target skill preparation stage is entered at this time, and the special effect 309 of the preparation stage of the target virtual character 302 (which is the first circular display effect, the filling area of the first circular display effect gradually increases until it closes into a circle) is displayed, and the skill accumulation icon 310 is displayed in the upper right corner of the graphical user interface. At this time, the value of the skill accumulation icon 310 is 0.
[0217] Further, please refer to Figure 5, which is a third schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 5, when the duration of the target skill preparation stage is greater than the first preset time threshold, the target skill judgment stage is entered, and the target virtual character 302 prepares the stage special effect 311 (which is a second circular display effect, and within the range of the second circular display effect are interference areas that can interfere with the attack of the target virtual character).
[0218] Further, please refer to Figure 6, which is a fourth schematic diagram of the graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 6, when the distance between the target virtual character and the target defensive character is greater than the preset distance for escaping defense and the duration of the distance between the target virtual character and the target defensive character being greater than the preset distance for escaping defense is greater than a second preset time threshold, it is determined that the target virtual character has successfully escaped defense, and a prompt message of successful escape from defense is displayed at the preset position of the target virtual character 302. The prompt message of successful escape from defense includes an instantaneous success special effect 3121 surrounding the target virtual character 302 and a gain prompt message 3122 surrounding the hand position of the target virtual character 302; at the same time, a skill gain icon 313 is displayed in the upper right corner of the graphical user interface, and the display form of the skill gain icon changes as the preset gain time decreases; and a skill accumulation icon 310 is displayed in the upper right corner, and the value is updated to 1; at the same time, the one-step layup skill control 307 is converted into an extended-step layup skill control.
[0219] Further, please refer to Figure 7, which is the fifth schematic diagram of the graphical user interface provided by the embodiment of the present disclosure. As shown in Figure 7, if in the target skill judgment process, the distance between the target virtual character and the target defensive character is not greater than the preset defense escape distance, it is determined that the target virtual character has failed to escape the defense, and a defense escape failure prompt message 314 is displayed at the preset position of the target virtual character 302, and the target skill enters the skill cooling stage. At the same time, a skill cooling icon 315 is displayed in the upper right corner of the graphical user interface, and the display form of the skill cooling icon changes with the change of the cooling time of the target skill.
[0220] The information processing method in the game provided by the embodiment of the present disclosure, in the process of game play, in response to the virtual sphere being under the control of the target virtual character, determines the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character meeting the preset escape defense condition, determines that the target virtual character has successfully escaped the defense; within the preset gain time after the target virtual character successfully escapes the defense, controls the target virtual character to obtain a gain skill. In this way, when the virtual sphere is under the control of the target virtual character, that is, the escape defense situation of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, controls the target virtual character to obtain a gain skill, thereby reducing the possibility that the target virtual character will be interfered with by the target defensive character again when performing a projection operation, and at the same time reduces the situation where the virtual character performs repeated actions to escape the defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to enhance the player's gaming experience; improves the escape defense efficiency, reduces the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device (terminal device and / or server), saves the power consumption of the hardware device (terminal device and / or server), and reduces the performance overhead of the hardware device (terminal device and / or server).
[0221] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the above-mentioned game in the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0222] Please refer to Figure 8, which is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. As shown in Figure 8, the information processing device 800 includes:
[0223] The distance determination module 810 is used to determine the distance between the target virtual character and the target defensive character in response to the virtual sphere being under the control of the target virtual character during the game; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters; the defense success module 820 is used to determine that the target virtual character has successfully escaped defense in response to the distance between the target virtual character and the target defensive character meeting the preset escape defense condition; the skill acquisition module 830 is used to control the target virtual character to obtain a gain skill within a preset gain time after the target virtual character has successfully escaped defense; the gain skill is used to provide a gain effect for the character attributes of the target virtual character.
[0224] Through the above-mentioned device, when the virtual sphere is under the control of the target virtual character, the target virtual character's escape from defense can be judged, and after determining that the target virtual character has successfully escaped defense, the target virtual character can be controlled to obtain a gain skill, thereby reducing the possibility of the target virtual character being disturbed by the target defensive character again when performing a projection operation, and at the same time reducing the situation where the virtual character performs repeated actions to escape defense, without disrupting the normal competitive rhythm of the virtual character, which helps to improve the player's gaming experience; improving the efficiency of escaping defense, reducing the data processing volume of the hardware device, and thereby reducing the processing burden of the hardware device (terminal device and / or server), saving the power consumption of the hardware device (terminal device and / or server), and reducing the performance overhead of the hardware device (terminal device and / or server).
[0225] In one possible embodiment, when the distance determination module 810 is used to determine the distance between the target virtual character and the target defensive character in response to the virtual sphere being under the control of the target virtual character, the distance determination module 810 is used to: in response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, determine the distance between the target virtual character and the target defensive character.
[0226] In one possible embodiment, when the distance determination module 810 is used to determine the distance between the target virtual character and the target defensive character if the target skill is not in a cooldown state, the distance determination module 810 is used to: enter the target skill preparation phase in response to the target skill not being in a cooldown state; when the duration of the target skill preparation phase is greater than a first preset time threshold, enter the target skill judgment phase and determine the distance between the target virtual character and the target defensive character.
[0227] Through the above-mentioned distance determination module 810, the distance between the target virtual character and the target defensive character is taken into consideration to determine the situation of the target virtual character escaping the defense, so as to determine the escape distance required to escape the defense by using the escape defense skill, and reduce the situation of increasing the speed and distance of the dribbling action in order to avoid the defense of the defensive virtual character during dribbling, which helps to improve the player's experience.
[0228] In one possible embodiment, when the defense success module 820 is used to determine that the target virtual character has successfully escaped defense in response to the distance between the target virtual character and the target defensive character meeting a preset escape defense condition, the defense success module 820 is used to: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than the preset escape defense distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape defense distance is greater than a second preset time threshold, determine that the target virtual character has successfully escaped defense.
[0229] In one possible embodiment, the information processing device 800 also includes a defense failure module (not shown in the figure), which is used to: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character not being greater than the preset defense escape distance, determine that the target virtual character has failed to escape the defense; control the target skill to enter the skill cooling stage.
[0230] In one possible embodiment, the information processing device 800 also includes a temporary escape from defense module (not shown in the figure), which is used to: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than the preset escape from defense distance, and the duration of the distance between the target virtual character and the target defensive character being greater than the preset escape from defense distance being less than a second preset time threshold, determine that the target virtual character temporarily escapes defense, and redetermine the distance between the target virtual character and the target defensive character.
[0231] In a possible implementation, the information processing device 800 further includes a preparation special effect display module (not shown in the figure), which is configured to display a preparation stage special effect at a preset position of the target virtual character.
[0232] In one possible implementation, the display effect of the preparation phase special effect is a first circular display effect with the target virtual character as the center and a preset defense escape distance as the radius; the display form of the preparation phase special effect changes as the duration of the target skill preparation phase increases.
[0233] In a possible implementation, the information processing device 800 further includes a judgment special effect display module (not shown in the figure), which is configured to display judgment stage special effects at a preset position of the target virtual character.
[0234] In a possible implementation, the display effect of the judgment phase special effect is a second circular display effect with the target virtual character as the center and the preset escape defense distance as the radius.
[0235] In a possible implementation, the information processing device 800 further includes a successful defense prompt module (not shown in the figure), which is configured to display a successful defense escape prompt message at a preset position of the target virtual character.
[0236] In one possible embodiment, the information processing device 800 also includes a skill control conversion module (not shown in the figure), which is used to: within a preset gain time after the target virtual character successfully breaks free from the defense, convert the target skill control among multiple skill controls into a gain skill control, and control the target virtual character to obtain the gain skill corresponding to the gain skill control.
[0237] In a possible implementation, the information processing device 800 further includes a defense failure prompt module (not shown in the figure), which is configured to display a defense failure prompt message at a preset position of the target virtual character.
[0238] In a possible implementation, the information processing device 800 further includes a skill cooling module (not shown in the figure), which is configured to control the target skill to enter a skill cooling phase in response to the end of a preset gain time.
[0239] Through the above-mentioned information processing device 800, the judgment of the target virtual character's escape from defense can be intuitively displayed, and after determining that the target virtual character has successfully escaped defense, the target virtual character can be controlled to obtain a gain skill, thereby reducing the possibility of the target virtual character being disturbed by the target defensive character again when performing a projection operation, and at the same time reducing the situation where the virtual character performs repetitive actions to escape defense, without disrupting the normal competitive rhythm of the virtual character, which helps to enhance the player's gaming experience.
[0240] In one possible embodiment, the information processing device 800 also includes a pass control module (not shown in the figure), which is used to: in response to the end of the skill cooling phase, if the target virtual character transmits the virtual sphere to the teammate virtual character, and the virtual sphere is again under the control of the target virtual character, determine the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character meeting the preset escape defense condition, determine that the target virtual character has successfully escaped the defense.
[0241] In one possible embodiment, the information processing device 800 also includes a cooling icon display module (not shown in the figure), which is used to: display a skill cooling icon on a graphical user interface; wherein the skill cooling icon is a dynamically displayed icon; and the display form of the skill cooling icon changes with the change of the cooling time of the target skill.
[0242] In one possible embodiment, the information processing device 800 further includes a gain icon display module (not shown), which is configured to: display a skill gain icon on a graphical user interface; wherein the skill gain icon is a dynamic icon; and the display format of the skill gain icon changes as the preset gain time decreases. By displaying the skill gain icon on the graphical user interface, the current state of the target skill can be more intuitively displayed. The display format of the skill cooldown icon changes as the cooldown time of the target skill changes, indicating the remaining time until the target skill's cooldown ends, thereby improving the player's gaming experience.
[0243] In one possible embodiment, a skill accumulation icon is displayed in a graphical user interface; a skill success value is included at a preset position of the skill accumulation icon; the information processing device 800 also includes a value update module (not shown in the figure), and the value update module is used to: update the skill success value at the preset position of the skill accumulation icon.
[0244] In one possible embodiment, the information processing device 800 also includes a movement control module (not shown in the figure), which is used to: in response to changes in the direction and / or size of the displacement vector of the target virtual character, control the target virtual character to instantly adjust the movement direction, and control the virtual sphere to follow the target virtual character to move in the virtual interactive scene.
[0245] In one possible embodiment, the buff effect provided by the buff skill to the character attributes of the virtual character includes at least one of the following: increasing the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reducing the target virtual character's skill cooldown time, and reducing the interference range when the target virtual character executes projection events. By increasing the success rate of the target virtual character controlling the virtual sphere to execute interactive events, reducing the target virtual character's skill cooldown time, and reducing the interference range when the target virtual character executes projection events, the success rate of the target virtual character executing projection events is increased.
[0246] In one possible embodiment, the information processing device 800 also includes an identification display module (not shown in the figure), which is used to: in response to the virtual sphere being under the control of the target virtual character, display a ball holding identification at a preset position of the target virtual character; the ball holding identification follows the target virtual character in the virtual interactive scene; wherein the display form of the ball holding identification is related to the offensive and defensive status of the target virtual character.
[0247] The information processing device in the game provided by the embodiment of the present disclosure, in the process of game play, in response to the virtual sphere being under the control of the target virtual character, determines the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character meeting the preset escape defense condition, determines that the target virtual character has successfully escaped the defense; and within the preset gain time after the target virtual character has successfully escaped the defense, controls the target virtual character to obtain a gain skill. In this way, when the virtual sphere is under the control of the target virtual character, that is, the escape defense situation of the target virtual character is determined, and after determining that the target virtual character has successfully escaped the defense, controls the target virtual character to obtain a gain skill, thereby reducing the possibility that the target virtual character will be interfered with by the target defensive character again when performing a projection operation, and at the same time reduces the situation where the virtual character performs repeated actions to escape the defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to enhance the player's gaming experience; improves the escape defense efficiency, reduces the data processing amount of the hardware device, thereby reducing the processing burden of the hardware device (terminal device and / or server), saves the power consumption of the hardware device (terminal device and / or server), and reduces the performance overhead of the hardware device (terminal device and / or server).
[0248] Please refer to FIG9 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in FIG9 , the electronic device 900 includes a processor 910 , a memory 920 , and a bus 930 .
[0249] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930, so that the processor 910 executes the following instructions during operation:
[0250] During a game, in response to the virtual sphere being under the control of a target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters; in response to the distance between the target virtual character and the target defensive character meeting a preset escape from defense condition, it is determined that the target virtual character has successfully escaped defense; within a preset gain time after the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill; the gain skill is used to provide a gain effect for the character attributes of the target virtual character.
[0251] When the virtual sphere is under the control of the target virtual character, the target virtual character's escape from defense is judged, and after determining that the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill, which reduces the possibility of the target virtual character being disturbed by the target defensive character again when performing a projection operation, and at the same time reduces the situation where the virtual character performs repetitive actions to escape defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience; improves the efficiency of escaping defense, reduces the data processing volume of the hardware device, and thus reduces the processing burden of the hardware device (terminal device and / or server), saves the power consumption of the hardware device (terminal device and / or server), and reduces the performance overhead of the hardware device (terminal device and / or server).
[0252] In one possible embodiment, the instructions executed by the processor 910, in response to the virtual sphere being under the control of the target virtual character, determine the distance between the target virtual character and the target defensive character, including: in response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, determine the distance between the target virtual character and the target defensive character.
[0253] In one possible embodiment, in the instructions executed by the processor 910, if the target skill is not in a cooldown state, determining the distance between the target virtual character and the target defensive character includes: in response to the target skill not being in a cooldown state, entering a target skill preparation phase; when the duration of the target skill preparation phase is greater than a first preset time threshold, entering a target skill judgment phase, and determining the distance between the target virtual character and the target defensive character.
[0254] In one possible embodiment, the instructions executed by the processor 910 determine that the target virtual character has successfully escaped defense in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, including: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape defense distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape defense distance being greater than a second preset time threshold, determine that the target virtual character has successfully escaped defense.
[0255] In one possible implementation, the instructions executed by the processor 910 further include: in the target skill judgment stage, in response to the fact that the distance between the target virtual character and the target defensive character is not greater than the preset defense escape distance, determining that the target virtual character has failed to escape the defense; and controlling the target skill to enter the skill cooling stage.
[0256] In one possible implementation, the instructions executed by the processor 910 further include: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than a preset distance for escaping defense, and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset distance for escaping defense being less than a second preset time threshold, determining that the target virtual character temporarily escapes defense, and re-determining the distance between the target virtual character and the target defensive character.
[0257] In an embodiment of the present application, the distance between the target virtual character and the target defensive character is considered to determine the situation of the target virtual character escaping the defense, so as to determine the distance required to escape the defense by using the skill of escaping the defense, and reduce the situation of increasing the speed and distance of the dribbling action in order to avoid the defense of the defensive virtual character during dribbling, which helps to improve the player's experience.
[0258] In a possible implementation, the instructions executed by the processor 910 further include: displaying a preparation stage special effect at a preset position of the target virtual character.
[0259] In one possible implementation, the display effect of the preparation phase special effect is a first circular display effect with the target virtual character as the center and a preset defense escape distance as the radius; the display form of the preparation phase special effect changes as the duration of the target skill preparation phase increases.
[0260] In a possible implementation, the instructions executed by the processor 910 further include: displaying a judgment stage special effect at a preset position of the target virtual character.
[0261] In a possible implementation, the display effect of the judgment stage special effect is a second circular display effect with the target virtual character as the center and a preset escape defense distance as the radius.
[0262] In a possible implementation, the instructions executed by the processor 910 further include: displaying a prompt message indicating that the target virtual character has successfully escaped defense at a preset position of the target virtual character.
[0263] In one possible implementation, a plurality of skill controls are displayed in a graphical user interface; the instructions executed by the processor 910 also include: within a preset gain time after the target virtual character successfully breaks free from the defense, converting a target skill control among the plurality of skill controls into a gain skill control, and controlling the target virtual character to obtain a gain skill corresponding to the gain skill control.
[0264] In a possible implementation, the instructions executed by the processor 910 further include: displaying a prompt message indicating a failure to escape from defense at a preset position of the target virtual character.
[0265] Through the display effects and prompt information of the above-mentioned embodiment, the judgment of the target virtual character's escape from defense can be intuitively displayed, and after determining that the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill, which reduces the possibility of the target virtual character being disturbed by the target defensive character again when performing a shooting operation. At the same time, it reduces the situation where the virtual character performs repetitive actions to escape defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience.
[0266] In a possible implementation, the instructions executed by the processor 910 further include: in response to the end of the preset gain time, controlling the target skill to enter a skill cooling phase.
[0267] In one possible implementation, the instructions executed by the processor 910 further include: in response to the end of the skill cooldown phase, if the target virtual character transmits the virtual sphere to the teammate virtual character, and the virtual sphere is again under the control of the target virtual character, determining the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character meeting a preset condition for escaping defense, determining that the target virtual character has successfully escaped defense.
[0268] In one possible implementation, the instructions executed by the processor 910 further include: displaying a skill cooldown icon on a graphical user interface; wherein the skill cooldown icon is a dynamically displayed icon; and the display form of the skill cooldown icon changes as the cooldown time of the target skill changes.
[0269] In one possible embodiment, the instructions executed by processor 910 further include: displaying a skill gain icon on a graphical user interface; wherein the skill gain icon is a dynamic icon; and the display format of the skill gain icon changes as the preset gain time decreases. By displaying the skill gain icon on the graphical user interface, the current state of the target skill can be more intuitively displayed. The display format of the skill cooldown icon changes as the cooldown time of the target skill changes, indicating the remaining time until the target skill's cooldown ends, thereby improving the player's gaming experience.
[0270] In one possible implementation, a skill accumulation icon is displayed in a graphical user interface; a skill success value is included at a preset position of the skill accumulation icon; and the instructions executed by the processor 910 also include: updating the skill success value at the preset position of the skill accumulation icon.
[0271] In one possible implementation, the instructions executed by the processor 910 further include: in response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, controlling the target virtual character to instantly adjust the direction of movement, and controlling the virtual sphere to follow the target virtual character to move in the virtual interactive scene.
[0272] In one possible implementation, the buff effects provided by the buff skill to the avatar's character attributes include at least one of the following: increasing the target avatar's success rate in controlling the virtual sphere to execute interactive events, reducing the target avatar's skill cooldown time, and reducing the interference range when the target avatar executes projection events. By increasing the target avatar's success rate in controlling the virtual sphere to execute interactive events, reducing the target avatar's skill cooldown time, and reducing the interference range when the target avatar executes projection events, the success rate of the target avatar executing projection events is increased.
[0273] In one possible implementation, the instructions executed by the processor 910 further include: in response to the virtual sphere being under the control of the target virtual character, displaying a ball holding identifier at a preset position of the target virtual character; the ball holding identifier follows the target virtual character in the virtual interactive scene; wherein the display form of the ball holding identifier is related to the offensive and defensive status of the target virtual character.
[0274] Through the above method, when the virtual sphere is under the control of the target virtual character, the target virtual character's escape from defense is judged, and after determining that the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill, which reduces the possibility of the target virtual character being disturbed by the target defensive character again when performing a shooting operation, and at the same time reduces the situation where the virtual character performs repeated actions to escape defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience; improves the efficiency of escaping defense, reduces the data processing volume of the hardware device, and thus reduces the processing burden of the hardware device (terminal device and / or server), saves the power consumption of the hardware device (terminal device and / or server), and reduces the performance overhead of the hardware device (terminal device and / or server); at the same time, provides a new way to acquire gain skills, improves the efficiency and richness of gain skill acquisition; further, for games without motion inertia, the use of the escape from defense skill can be used to determine the escape distance required to escape defense, reduce the situation where the speed and distance of the dribbling action are increased to avoid the defense of the defending virtual character during dribbling, and help to improve the player's experience.
[0275] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon, such that when the computer program is executed by a processor, the following instructions are executed:
[0276] During a game, in response to the virtual sphere being under the control of a target virtual character, the distance between the target virtual character and the target defensive character is determined; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters; in response to the distance between the target virtual character and the target defensive character meeting a preset escape from defense condition, it is determined that the target virtual character has successfully escaped defense; within a preset gain time after the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill; the gain skill is used to provide a gain effect for the character attributes of the target virtual character.
[0277] When the virtual sphere is under the control of the target virtual character, the target virtual character's escape from defense is judged, and after determining that the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill, which reduces the possibility of the target virtual character being disturbed by the target defensive character again when performing a projection operation, and at the same time reduces the situation where the virtual character performs repetitive actions to escape defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience; improves the efficiency of escaping defense, reduces the data processing volume of the hardware device, and thus reduces the processing burden of the hardware device (terminal device and / or server), saves the power consumption of the hardware device (terminal device and / or server), and reduces the performance overhead of the hardware device (terminal device and / or server).
[0278] In one possible embodiment, the instructions executed by the computer-readable storage medium, in response to the virtual sphere being under the control of the target virtual character, determine the distance between the target virtual character and the target defensive character, including: in response to the virtual sphere being under the control of the target virtual character, if the target skill is not in a cooldown state, determine the distance between the target virtual character and the target defensive character.
[0279] In one possible embodiment, in the instructions executed by the computer-readable storage medium, if the target skill is not in a cooldown state, determining the distance between the target virtual character and the target defensive character includes: in response to the target skill not being in a cooldown state, entering a target skill preparation phase; when the duration of the target skill preparation phase is greater than a first preset time threshold, entering a target skill judgment phase, and determining the distance between the target virtual character and the target defensive character.
[0280] In one possible embodiment, in the instructions executed by the computer-readable storage medium, in response to the distance between the target virtual character and the target defensive character satisfying a preset escape defense condition, determining that the target virtual character has successfully escaped defense includes: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than a preset escape defense distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset escape defense distance being greater than a second preset time threshold, determining that the target virtual character has successfully escaped defense.
[0281] In one possible implementation, the instructions executed by the computer-readable storage medium further include: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character not being greater than a preset defense escape distance, determining that the target virtual character has failed to escape the defense; and controlling the target skill to enter a skill cooling stage.
[0282] In one possible implementation, the instructions executed by the computer-readable storage medium further include: in the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than a preset distance for escaping defense, and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset distance for escaping defense being less than a second preset time threshold, determining that the target virtual character temporarily escapes defense, and re-determining the distance between the target virtual character and the target defensive character.
[0283] In an embodiment of the present application, the distance between the target virtual character and the target defensive character is considered to determine the situation of the target virtual character escaping the defense, so as to determine the distance required to escape the defense by using the skill of escaping the defense, and reduce the situation of increasing the speed and distance of the dribbling action in order to avoid the defense of the defensive virtual character during dribbling, which helps to improve the player's experience.
[0284] In a possible implementation, the instructions executed by the computer-readable storage medium further include: displaying a preparation stage special effect at a preset position of the target virtual character.
[0285] In one possible implementation, the display effect of the preparation phase special effect is a first circular display effect with the target virtual character as the center and a preset defense escape distance as the radius; the display form of the preparation phase special effect changes as the duration of the target skill preparation phase increases.
[0286] In a possible implementation, the instructions executed by the computer-readable storage medium further include: displaying a judgment stage special effect at a preset position of the target virtual character.
[0287] In a possible implementation, the display effect of the judgment stage special effect is a second circular display effect with the target virtual character as the center and a preset escape defense distance as the radius.
[0288] In a possible implementation, the instructions executed by the computer-readable storage medium further include: displaying a prompt message indicating that the target virtual character has successfully escaped defense at a preset position of the target virtual character.
[0289] In one possible implementation, a plurality of skill controls are displayed in a graphical user interface; the instructions executed by a computer-readable storage medium further include: within a preset gain time after the target virtual character successfully breaks free from the defense, converting a target skill control among the plurality of skill controls into a gain skill control, and controlling the target virtual character to obtain a gain skill corresponding to the gain skill control.
[0290] In a possible implementation, the instructions executed by the computer-readable storage medium further include: displaying a prompt message indicating a failure to escape defense at a preset position of the target virtual character.
[0291] Through the display effects and prompt information of the above-mentioned embodiment, the judgment of the target virtual character's escape from defense can be intuitively displayed, and after determining that the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill, which reduces the possibility of the target virtual character being disturbed by the target defensive character again when performing a shooting operation. At the same time, it reduces the situation where the virtual character performs repetitive actions to escape defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience.
[0292] In a possible implementation, the instructions executed by the computer-readable storage medium further include: in response to the end of the preset gain time, controlling the target skill to enter a skill cooling phase.
[0293] In one possible implementation, the instructions executed by the computer-readable storage medium further include: in response to the end of the skill cooldown phase, if the target virtual character transfers the virtual sphere to the teammate virtual character, and the virtual sphere is again under the control of the target virtual character, determining the distance between the target virtual character and the target defensive character; in response to the distance between the target virtual character and the target defensive character meeting a preset condition for escaping defense, determining that the target virtual character has successfully escaped defense.
[0294] In one possible implementation, the instructions executed by the computer-readable storage medium further include: displaying a skill cooldown icon on a graphical user interface; wherein the skill cooldown icon is a dynamically displayed icon; and the display form of the skill cooldown icon changes as the cooldown time of the target skill changes.
[0295] In one possible embodiment, the instructions executed by the computer-readable storage medium further include: displaying a skill gain icon on a graphical user interface; wherein the skill gain icon is a dynamic icon; and the display format of the skill gain icon changes as the preset gain time decreases. By displaying the skill gain icon on the graphical user interface, the current state of the target skill can be more intuitively displayed. The display format of the skill cooldown icon changes as the cooldown time of the target skill changes, indicating the remaining time until the target skill's cooldown ends, thereby improving the player's gaming experience.
[0296] In one possible implementation, a skill accumulation icon is displayed in a graphical user interface; a skill success value is included at a preset position of the skill accumulation icon; and the instructions executed by a computer-readable storage medium further include: updating the skill success value at the preset position of the skill accumulation icon.
[0297] In one possible implementation, the instructions executed by the computer-readable storage medium further include: in response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, controlling the target virtual character to instantly adjust the direction of movement, and controlling the virtual sphere to follow the target virtual character in the virtual interactive scene.
[0298] In one possible implementation, the buff effects provided by the buff skill to the avatar's character attributes include at least one of the following: increasing the target avatar's success rate in controlling the virtual sphere to execute interactive events, reducing the target avatar's skill cooldown time, and reducing the interference range when the target avatar executes projection events. By increasing the target avatar's success rate in controlling the virtual sphere to execute interactive events, reducing the target avatar's skill cooldown time, and reducing the interference range when the target avatar executes projection events, the success rate of the target avatar executing projection events is increased.
[0299] In one possible implementation, the instructions executed by the computer-readable storage medium further include: in response to the virtual sphere being under the control of the target virtual character, displaying a ball holding identifier at a preset position of the target virtual character; the ball holding identifier follows the target virtual character in the virtual interactive scene; wherein the display form of the ball holding identifier is related to the offensive and defensive status of the target virtual character.
[0300] Through the above method, when the virtual sphere is under the control of the target virtual character, the target virtual character's escape from defense is judged, and after determining that the target virtual character has successfully escaped defense, the target virtual character is controlled to obtain a gain skill, which reduces the possibility of the target virtual character being disturbed by the target defensive character again when performing a shooting operation, and at the same time reduces the situation where the virtual character performs repeated actions to escape defense, does not disrupt the normal competitive rhythm of the virtual character, and helps to improve the player's gaming experience; improves the efficiency of escaping defense, reduces the data processing volume of the hardware device, and thus reduces the processing burden of the hardware device (terminal device and / or server), saves the power consumption of the hardware device (terminal device and / or server), and reduces the performance overhead of the hardware device (terminal device and / or server); at the same time, provides a new way to acquire gain skills, improves the efficiency and richness of gain skill acquisition; further, for games without motion inertia, the use of the escape from defense skill can be used to determine the escape distance required to escape defense, reduce the situation where the speed and distance of the dribbling action are increased to avoid the defense of the defending virtual character during dribbling, and help to improve the player's experience.
[0301] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0302] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0303] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0304] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0305] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), magnetic disk or optical disk, and other media that can store program code.
[0306] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. An information processing method in a game, providing a virtual interaction scenario on the graphical user interface of a terminal device for virtual characters of different camps to interact. In the virtual interaction scenario, the virtual characters of different camps confront each other by competing for a virtual sphere, and manipulate the virtual sphere to trigger a projection event to advance the game session; The information processing method includes: During the game session, in response to the virtual sphere being under the control of the target virtual character, determining the distance between the target virtual character and the target defensive character; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters; In response to the distance between the target virtual character and the target defensive character satisfying a preset defensive evasion condition, determining that the target virtual character has successfully evaded the defense; Within a preset buff time after the target virtual character has successfully evaded the defense, controlling the target virtual character to obtain a buff skill; the buff skill is used to provide a buff effect to the character attributes of the target virtual character.
2. The information processing method according to claim 1, wherein, The step of, in response to the virtual sphere being under the control of the target virtual character, determining the distance between the target virtual character and the target defensive character includes: In response to the virtual sphere being under the control of the target virtual character, if the target skill is not on cooldown, determining the distance between the target virtual character and the target defensive character.
3. The information processing method according to claim 2, wherein, The step of, if the target skill is not on cooldown, determining the distance between the target virtual character and the target defensive character includes: In response to the target skill not being on cooldown, entering the target skill preparation stage; When the duration of the target skill preparation stage is greater than a first preset time threshold, entering the target skill judgment stage and determining the distance between the target virtual character and the target defensive character.
4. The information processing method according to claim 3, wherein, The step of, in response to the distance between the target virtual character and the target defensive character satisfying a preset defensive evasion condition, determining that the target virtual character has successfully evaded the defense includes: In the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than a preset defensive evasion distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset defensive evasion distance being greater than a second preset time threshold, determining that the target virtual character has successfully evaded the defense.
5. The information processing method according to claim 4, wherein, The information processing method further includes: In the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character not being greater than the preset defensive evasion distance, determining that the target virtual character has failed to evade the defense; Controlling the target skill to enter the skill cooldown stage.
6. The information processing method according to claim 4, wherein, The information processing method further includes: In the target skill judgment stage, in response to the distance between the target virtual character and the target defensive character being greater than the preset defensive evasion distance and the duration for which the distance between the target virtual character and the target defensive character is greater than the preset defensive evasion distance being less than the second preset time threshold, determining that the target virtual character has temporarily evaded the defense and re - determining the distance between the target virtual character and the target defensive character.
7. The information processing method according to claim 3, wherein, After the step of, if the target skill is not on cooldown, entering the target skill preparation stage, the information processing method further includes: Displaying a preparation stage special effect at a preset position of the target virtual character.
8. The information processing method according to claim 7, wherein, The display effect of the special effect in the preparation stage is a first circular display effect centered on the target virtual character with a preset distance to break free from defense as the radius; The display form of the special effect in the preparation stage changes as the duration of the preparation stage of the target skill increases.
9. The information processing method according to claim 3, wherein After entering the target skill judgment stage when the duration of the preparation stage of the target skill is greater than the first preset time threshold, the information processing method further includes: Display a judgment stage special effect at a preset position of the target virtual character.
10. The information processing method according to claim 9, wherein, The display effect of the judgment stage special effect is a second circular display effect centered on the target virtual character with a preset distance to break free from defense as the radius.
11. The information processing method according to claim 1, wherein, After determining that the target virtual character has successfully broken free from defense in response to the distance between the target virtual character and the target defense character meeting the preset condition to break free from defense, the information processing method further includes: Display a prompt message indicating successful break free from defense at a preset position of the target virtual character.
12. The information processing method according to claim 1, wherein, There are multiple skill controls displayed in the graphical user interface; The information processing method further includes: Within a preset buff time after the target virtual character successfully breaks free from defense, convert the target skill control among the multiple skill controls into a buff skill control, and control the target virtual character to obtain a buff skill corresponding to the buff skill control.
13. The information processing method according to claim 5, wherein, After determining that the target virtual character has failed to break free from defense, the information processing method further includes: Display a prompt message indicating failed break free from defense at a preset position of the target virtual character.
14. The information processing method according to claim 13, wherein, The information processing method further includes: In response to the end of the preset buff time, control the target skill to enter the skill cooldown stage.
15. The information processing method according to claim 14, wherein, After controlling the target skill to enter the skill cooldown stage, the information processing method further includes: In response to the end of the skill cooldown stage, if the target virtual character teleports the virtual sphere to a teammate virtual character and the virtual sphere is again under the control of the target virtual character, determine the distance between the target virtual character and the target defense character; In response to the distance between the target virtual character and the target defense character meeting the preset condition to break free from defense, determine that the target virtual character has successfully broken free from defense.
16. The information processing method according to claim 14, wherein, After controlling the target skill to enter the skill cooldown stage, the information processing method further includes: Display a skill cooldown icon in the graphical user interface; wherein, the skill cooldown icon is a dynamically displayed icon; the display form of the skill cooldown icon changes as the cooling time of the target skill changes.
17. The information processing method according to claim 1, wherein, After determining that the target virtual character has successfully broken free from defense, the information processing method further includes: Display a skill buff icon in the graphical user interface; wherein, the skill buff icon is a dynamically displayed icon; the display form of the skill buff icon changes as the preset buff time decreases.
18. The information processing method according to claim 1, wherein, A skill accumulation icon is displayed in the graphical user interface; The preset position of the skill accumulation icon includes a skill success value; After determining that the target virtual character has successfully broken free from defense, the information processing method further includes: Update the skill success value at the preset position of the skill accumulation icon.
19. The information processing method according to claim 1, wherein, The information processing method further includes: In response to a change in the direction and / or magnitude of the displacement vector of the target virtual character, control the target virtual character to immediately adjust its movement direction, and control the virtual sphere to move in the virtual interaction scene following the target virtual character.
20. The information processing method according to claim 1, wherein The buff effects provided by the buff skill for the character attributes of the virtual character include at least one of the following: Increase the success rate of the target virtual character controlling the virtual sphere to execute an interaction event, reduce the skill cooldown time of the target virtual character, and reduce the interference range when the target virtual character executes the projection event.
21. The information processing method according to claim 1, wherein, The information processing method further includes: In response to the virtual sphere being under the control of the target virtual character, display a ball-holding identifier at the preset position of the target virtual character; the ball-holding identifier moves in the virtual interaction scene following the target virtual character; wherein the display form of the ball-holding identifier is related to the offensive and defensive state of the target virtual character.
22. An information processing device in a game provides a virtual interaction scenario on the graphical user interface of a terminal device for virtual characters of different camps to interact. In the virtual interaction scenario, the virtual characters of different camps confront each other by competing for a virtual sphere, and manipulate the virtual sphere to trigger a projection event to advance the game round; The information processing device includes: A distance determination module configured to, during the game session, in response to the virtual sphere being under the control of the target virtual character, determine the distance between the target virtual character and a target defensive character; the target defensive character is the defensive virtual character closest to the target virtual character among multiple defensive virtual characters; A defensive success module configured to, in response to the distance between the target virtual character and the target defensive character satisfying a preset defensive breakaway condition, determine that the target virtual character has successfully broken away from the defense; A skill acquisition module configured to, within a preset buff time after the target virtual character has successfully broken away from the defense, control the target virtual character to acquire a buff skill; the buff skill is used to provide a buff effect for the character attributes of the target virtual character.
23. An electronic device, comprising: A processor, a storage medium, and a bus, where the storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game according to any one of claims 1 to 21.
24. A computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the information processing method in the game according to any one of claims 1 to 21.
Citation Information
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